“After You!”

 “Slow Race” has become a very polite sounding game called “After You!”

It is now on a rectangular track on the back of half an -opoly board.
The goal is now to be in last place when somebody else crosses the finish line.
Every turn, you roll all the dice and decide who gets which die (each of which has two 1’s, two 2’s, and two 3’s on it). Everybody then moves forward that number of spaces, unless they have collected a Reverse token in which case they can go back toward START.

The board in my mind features a self-contained, pop-up dice tray, but my prototype just has a dice tray sitting in the infield. As the father of a 5-year-old, keeping dice on the table is a major challenge, so I’m hoping this will help.  

There are tokens along the track that may be collected and used to move in Reverse at any time (whether it’s your turn or not). This seems to mitigate the bad luck of being forced forward, but I need to play with the number of them compared to player count (which needs to support 2-5 racers).

Lastly, I’ve made my board spaces roughly playing-card sized, thinking that I might want to add some movement cards for replayability. “3->” and “2<-” or some such.

Recommend0 recommendationsPublished in Designer Diary, Uncategorized
Design Theory
Carla Kopp

In Depth Design: Venice

If you haven’t played Venice by Braincrack Games, you can check out the BGG page or this video by Gaming Rules! Venice is a really neat blend of worker placement and pick up and deliver. In Venice, you’ll travel around Venice in gondolas, leaving assistants at most of the locations you stop on. Each time

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